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Thread: Hunting Shadows

  1. #1

    Hunting Shadows

    A Tale of the Sefirem Sector

    Eleven-Of-One
    1500 pt GK vs Orks

    “Finally.”

    A place that is no place. A man who is no man. Words that are not words.

    “Eleven. Not the Eight the forces of the Corpse-Emperor fear, not the Nine the lackeys of the Warmaster venerate. Close enough to praise the Dark Gods. Far enough to not alert the watchdogs of Terra. Eleven of the greatest champions to ever kill for the glory of Chaos.”

    The man-thing clothed itself in iron and flesh.

    “And you are worthless.”

    A few reactions from the champions. The twisted face of Alvius contorted into something between a grimace and a smile. The Spinebreaker's daemontalons twitched at the insult. Nothing from the sorcerors, nothing from Varr or Bothrakos, a few subtle motions from the rest. The Crowfeeder raised an arm in challenge.

    The arm was not.

    “For you are each of you One. And One is the number of the False Emperor, of Horus who fell, of Abbadon who failed. One is the number of the doomed.”

    The arm was.

    “I will make of you Eleven. And here shall the task begin.”

    A twisting, roiling coil of the Warp, an incoherent tangle of realspace and the Empyrean, no less dangerous from either side of reality. A ship, warded with the blind ferocity of the Waaagh! and the subtle genius of Those Who Are No More.

    Ximax Astalder spoke, his high, aristocratic voice very much out of place among the harsh rasps of his fellow champions. “The Labyrinth, Lord Tobaal? We seek a shard of the True Power?”

    The red-clad helm of Tobaal turned. After a long, slow moment, a single syllable. “No.”

    The sorceror did not step back, but a note of confusion entered his voice. “Then what is our purpose, Lord?”

    Tobaal turned to look at the champion in blue and green. “Explain, Son of Alpharius.”

    The warp crackled around the daemonhammer in the champion’s hands in time with his words. “To test an untested force far from the eyes of the Dead God. To see if Ones-Who-Number-Eleven can be made an Eleven-Of-One.”

    A nod from Tobaal.

    “You seek a device valued by the Ork who captains this vessel, one he crudely uses to guide himself through the Labyrinth. You will turn this power against him. An ally aboard, a psyker who has been enlightened after his time in the depths of the ship, will be summoning us.”

    “In light of your ambition, sorcerer, you shall be first to the fray.’
    And the place which was no place was no more.


    Warhost Tobaal
    Lord Tobaal (Kaldor Draigo)
    Inquisitor Lyr (3 Servo-Skulls, Psychic Communion)

    Squad Anvil (5 Paladin Squad)
    Ximax Astalder, Thousand Sons (Nemesis Warding Stave/Storm)
    Il'thrax Crowfeeder, Lost and the Damned (Halbard//Storm)
    Kharanos Spinebreaker, Night Lords (Falchions/Psycannon)
    Destroyer Bothrakos, Iron Warriors (Daemonhammer, Psycannon)
    Umathkar the Dread, World Eaters (Falchions/Storm)

    Squad Hammer (6 Paladin Squad)
    Covai Thrice-Blessed, Death Guard (Apothecary with Nemesis Warding Stave)
    Apostle Omion, Word Bearers (Falchions/Storm)
    Varr of the Black Hammer, Alpha Legion ( MC Daemonhammer/Storm)
    Gothris Khaim, Black Legion (Falchions/Psycannon)
    Prince Alvius, Emperor's Children (Halbard/Storm)
    Sergeant Neth, Red Corsairs (Sword/Psycannon)

    Inquisitorial Retinue
    9x Warrior Acolyte, 6x Stormbolter and 3x Melta
    Chimera, Extra Armor

    Elder Aurikon
    1x Dreadnought w/ 2x twin-linked autocannon, psybolt ammunition

    Waaaagh! Krumptoof
    Warboss with Powerklaw, Cybork Body and Bosspole
    Big Mek with Kustom Force Field
    5 Nobs with 2 Powerklaws, 2 Big Choppas, 1 Mad Dok, Cybork Bodies
    14 Lootas (2 squads of 7)
    30 Shoota Boyz with 3 Big Shootas and Nob (Powerklaw, Bosspole)
    19 ‘Ard Boyz with Nob (Powerklaw Bosspole)
    12 Choppa Boyz with Nob (Powerklaw, Bosspole)
    2 Killa Kans with Grotzookas
    1 Battlewagon with Deff Rolla, Armor Plating, 2 Big Shootas
    2 Trukks

    Setup: A central cathedral divides the board, with scattered walls and forests providing difficult terrain. Game type is Capture and Control, with a Spearhead deployment.

    Inquisitor Lyr and his retinue deploy in their Chimera next to their objective in the Northeast, after scattering one servo skull north of the Ork’s deployment zone and one in the central cathedral. The Psyfleman dread provides support nearby.

    The Orks, spotting the servo skulls, deploy to counter them. The shoota boyz squat across their objective in the southeast, with a wall of Kans and Lootas screening them from the servo skull. To the west, the Trukks and Battlewagon stack up, ready to charge around the building. A second squad of lootas sits nearby, to prevent the Dreadnought from getting any ideas.

    Turn 1

    Warhost Tobaal: Inquisitor Lyr, spotting the oncoming horde, begins the ritual to summon his Angels. The Dreadnought moves to avoid the Lootas and acquire a better firing lane on the Orks.

    Waaagh! Krumptoof: With a roar of engines, the Ork’s vehicles formation moves forward. They don’t break cover around the wall of the cathedral, but they do get close enough to grab the central Servo Skull and stick it on their bosspole. Meanwhile, the defensive squad hunkers down and prepares to receive the inevitable attack.

    Turn 2

    Warhost Tobaal: Inquisitor Lyr’s prayers are answered - to a degree. A tendril of the Empyrean, its presence detected by Lyr’s servo skull, rips its way into reality to the north of the Ork’s objective. Ximax Astalder and the rest of Squad Anvil have become flesh once more. Their hellfire-powered weapons aim for the Kans and rip through their sheet metal armor, destroying one and stunning the other to silence their blast weapons. Meanwhile Elder Aurikon’s psycannons find a line of fire on the Ork’s vanguard, but its shells are deflected by the Battlewagon’s force field.

    Waaagh! Krumptoof: Their targets now in sight, the Orks open up with reckless abandon. The five chosen of Tobaal disappear in a haze of sparks and cordite as the Lootas and Shoota Boyz empty their clips. The orks peer into the haze to see how dead their opponents are...but as the smoke clears the five champions still stand, with but a single wound among them. Meanwhile the vehicle vanguard makes its move, sweeping around the corner in a line and punching the accelerator to close distance.

    Turn 3

    Warhost Tobaal: The ground trembles as one of the named horrors of the Iron Grimoire returns to the galaxy. Lord Tobaal leads Squad Hammer out of the Warp to face the oncoming Waaagh! and defend their objective. The dreadnought’s psycannon shots dismount the Warboss and his nobs, allowing Tobaal’s sorcerous flames to damage them. On the other side of the map, Squad Anvil advances but makes a critical error. Though they judge they can do the most damage by targeting the Kans (and allowing the nearby Orks to be hit by the use of Holocaust), they forget that as a result the screening Lootas can’t be assaulted. By this mistake they leave themselves open to another round of firepower - a mistake made more bitter by their failure to destroy the standing Kan (though their templates take out several nearby orks).

    Waaagh! Krumptoof: The orks take advantage of their reprieve by filling Squad Anvil full of more lead. This time the close range fire finally manages to deal enough wounds to fell one of the terminators, though it barely slows their inexorable approach. On the offensive wing, the warboss and nobs advance into difficult terrain to allow the Battlewagon a path towards the Dreadnought. It charges ahead, lowering its deffrolla, but does not quite reach the walker. Meanwhile the support trukk takes a western tack, hoping to assault from a flank.

    Turn 4

    Warhost Tobaal: Inquisitor Lyr springs his trap. His chimera rockets out of cover, allowing his melta-toting acolytes to ignite the fuel tanks of the onrushing Battlewagon. The vehicle explodes in a conflagaration, killing several ‘ard boyz despite their protective armor. Squad Hammer and Elder Aurikon lay firepower into the orks, the high-caliber rounds splattering several nobs and injuring the warboss. Squad Anvil finally reaches the first line of orks, their firepower and daemon weapons slaying the terrified Lootas and sending them fleeing. They consolidate behind cover, within a hair’s breadth of contesting the Ork’s objective.

    Waaagh! Krumptoof: Faced with the terrifying power of the Warhost, the orks resort to Plan A - by running at it while screaming and waving an axe. The ‘Ard Boyz pile out of the wreckage of their battlewagon and declare a Waaagh!, running across open ground to crash into Squad Hammer. Despite the ferocity of the assault, the orks are no more dangerous to Tobaal than a wave is to a solid rock. The orks part against the terminators in a spray of blood, losing more than half their number before they get so much as a chance to strike. The warboss, hobbled by the difficult terrain, breathes a secret sigh of relief that he hadn’t been foolish enough to challenge the horrors. On the other side of the map, the Ork’s assault fairs slightly better. Surrounding Squad Anvil on all sides, the barrage of close-range firepower is the prelude to a massive scrum, joined by all except the watchful lootas. The powerklaw-wielding nob and Kan manage to crack another terminator, though Astalder’s defensive sorcery prevents more wounds.

    Turn 5

    Warhost Tobaal: A trukk full of boyz, who had been hoping to join a combat that ended shockingly fast, stood dumbfounded as Tobaal dispatched them with contemptuous ease. Meanwhile, realizing the danger on the far side of the map, Inquisitor Lyr kicked his Chimera into high gear and blew past the Warboss, who was busy taking casualties from the Dreadnought’s relentless firepower. Squad Anvil struck back against the mass of boyz around them, but found that for every ork they killed another took his place. The relentless energy of the orks dragged down another of Astalder’s charges.

    Waaagh! Krumptoof: With the offensive crushed, the Warboss petulantly strikes out against the nearest foe. He charges the Dreadnaught and rips it apart in a snit. While hardly relevant, it’s the one thing in his reach that isn’t suicidal to charge. Meanwhile, the steadily decreasing numbers in the defensive scrum bring it down to only a handful of Orks, a immobilized Kan, and an injured Ximax Astalder. Though his sorcery still keeps the greenskins off of him, it’s only a matter of time before his warding stave shatters under the strain. Meanwhile, the idle Lootas notice the speeding Chimera and open fire, but their lazy aim does no damage to the oncoming vehicle.

    The dice demand another turn.

    Turn 6

    Warhost Tobaal: One greenskin is the same as any other to Lord Tobaal, no matter how big he looks. The Warboss dies a swift and most unsatisfying death - hardly the fight his orkish soul would have wished for. While Inquisitor Lyr’s chimera makes all speed towards the ork’s objective, Ximax Astalder preps the incantations needed to return to the Warp.

    Waaagh! Krumptoof: As the sorcerer disappears in a flash of light, the Orks quickly shift to protect against the new threat. If the game continues, the Chimera has a chance of contesting their point and losing the game. The idle Lootas open fire but fail to impede its progress, while the boyz consolidate to block the transport’s path to the point.

    The game goes on!

    Turn 7

    Warhost Tobaal: Inquisitor Lyr does not stop for greenskins. The chimera tank shocks its way into contesting range of the point, crushing the powerklaw-wielding Nob who chose Death when he meant to choose Glory. If the ork’s guns cannot stop the chimera, it’s game over.

    Waaagh! Krumptoof: The shoota boyz surround the Chimera, and all available guns fire upon the vehicle. The lootas and Kan do no damage, and it comes down to the very last big shoota to get a lucky hit on the vehicle’s rear armor, resulting in the luckiest result - Wrecked. With nowhere to go but into the orks, the Chimera’s passengers disappear without a fight, saving the objective at the last possible moment. \

    Final Score: Warhost Tobaal 1, Orks 1. Tie game.

    Wu’s Thoughts: Oof, man. Paladins. Paladins without any means of long-range AP2. Even the powerklaws I got into melee were stymied by the Nemesis Swords and Warding Staves. I probably made a mistake in splitting up my army - I might have had better luck focusing my entire force on his. Then again I’m not sure my entire army could have done much to Draigo and his melee squad.

    Paladins. Daaa-yum.

    Lao’s Thoughts: This fight taught me that a melta-chimera, while neat as hell, is not worth it if it means a Paladin squad has to objective-sit. LESSON LEARNED.

    Guv’s meaty fingers darted across the panel, twisting dials and flipping switches. He held up the speaker to his ear and grimaced as the machine spirits squawked in protest before swiftly changing some settings. Gradually the encoded gibberish of the intercepted communications gave way to High Gothic, its precise meaning obscure to the Mek but its inflections and urgency unmistakable.

    “I fink dey’s started da fight,” Guv reported. “I’m hearin’ explosions an’ all sorts of hollerin’.”

    Kommanda Shinbash’s constant finger drumming on the arm of his kaptin’s chair stopped as his expression of impatient aggravation evaporated into a grin. “Now’s our chance. Full powa ahead!”

    The enhanced engines of the kroozer Not Yerz No More flared in the darkness of the moon’s shadow. As it exited its hiding spot, the ship was quickly swallowed by the sun’s flare - and by the chaos of the space battle happening before it. The impossibly massive bulk of Warlord Krumptoof’s flagship, the Bloodspitta, had just engaged the hastily assembled Imperial defense line that protected the world of Fentiman. Macrocannon broadsides and lance batteries slammed the huge battleship, but the Imperial ships were hopelessly outclassed. Even if they managed to cripple the heavyweight vessel, they had no chance of stopping the vast fleet that lurked behind it, sitting back to allow their arrogant warboss to handle the picket line himself. The Bloodspittas guns could sink an Imperial ship in one rippling broadside, and their gun crews were obviously happy to have their pick of targets.

    It was just the distraction Kommanda Shinbash was counting on, as the Not Yerz No More increased its pace to ramming speed.

    He grabbed the gob box and set it to address the crew. “Listen up, ya gits!” His amplified voice echoed through the cavernous troop bays and modified engine rooms that had been added to the former Imperial picket ship. “I chose you all cuz yer da best and biggest orks of Manos. We’s about ta strike Warboss Krumptoof right where he don’t expect it an show dis whole sector what a REAL legend looks like! Who’s ready fer da biggest fight of yer lives?!”

    Guv’s concerned face detracted from the raucous cheer that shook the ship’s deckplates. “‘Eads up, boss. Krumptoof’s ship’s takin’ more damage den we expected. I’m seeing plasma fires in da left-side engine wotsits.”

    The fires flared in a section where no Imperial ships had caused damage - sure signs of a boarding party. Unknown to the onlookers, Tobaal and his warriors had succeeded in their murderous objective. A massive explosion ripped a hole in the Bloodspitta. Strange powers, unbound from the xenos artifact Krumptoof had plugged into his engine, created shimmering energy fields that spilled from the hole and created a tessaract pattern in the space around it - which quickly formed into an unmistakable rift in the Warp. The Imperial ships fired their engines in a panic to escape, but the Bloodspitta began to unstoppably sink into the vortex

    Guv sprang up and shoved the squealing navigator grot away from its console. “Stoppin’ engines and turnin’ us around. We’re far enough away we can....”

    Shinbash’s huge hand grabbed the throttle lever and ripped it from its console. Guv looked up with mild shock to see the warboss with uncharacteristic rage on his face.

    “FOLLOW DEM!” bellowed the Kommanda. “I’M DIS CLOSE TA KILLING KRUMPTOOF! DON’T LET ‘IM GET AWAY!”
    Last edited by Lao; 02-06-2011 at 06:44.

  2. #2

    A Fallen Heaven

    A Fallen Heaven
    GK vs. Dark Eldar, 1500 points

    The Warp battered itself against the paths of the Webway, cold intrusions of order in the raging chaos of the Empyrean. Countless daemons of pleasure and pain undulated against their walls, desperately seeking some method by which to force entry and take what was rightfully their master’s. Only in a few, precious places were its ghostly walls blasted open, either through the artifice of a true Champion of Chaos or the eternal pride of the Eldar.

    “Behold.”

    For once, Alvius and Umathkar reacted as one- a hiss of pleasure from the Slaaneshi Champion and a single eager exhalation from the World Eater. The rest awaited their master’s command.

    “Shaa-Dom. Fortress of the Dark Eldar against the Will of Chaos. Shattered. Broken. Its harvest of souls long since taken.”

    “Life remains within, Lord,” Covai Thrice-Blessed burbled.
    A nod from the white-armored daemon.

    Ximax Astalder set his staff against the nothingness in which he stood. “Let us then correct this most -egregious- oversight. Shall I call our allies, Lord?”

    “But of course.”

    There was a shrieking, agonizing howl as the warp was torn asunder, and the warp-borne shadows of Inquisitor Lyr and his retinue tore through the passage into realspace. As the sound faded, Tobaal stood stock-still for a moment, and then did something his champions had not yet seen him do without being fired upon.

    He ran, and after a moment of shock, his warhost followed with him, Alvius laughing as he did. “Sshe will not be pleassed, no, not at all.” He ran his barbed tongue along the edge of his chainblade. “Musst be quick, brothers, musst be quick, or Ault-loeak-rchyydh comes to catch, comes to have, comes to tasste something new.’

    An eager snarl came from Umathkar, matched by Apostle Omion. “Then let her servants come. My blades hunger.” Energy arced between the daemon weapons of the Warhost as they stormed the broken gates of a fallen heaven.

    And in response, the shadows beyond began to move...


    Bitter End Kabal
    Ana’lae Coldwine (Archon with Blast Pistol, Agonizer, Drugs, and Shadowfield)
    The Ghol (Haemonculus with Hex Rifle and Casket of Flensing)
    9x Wyches with Shardnet, and Hekatrix with Agonizer
    Raider
    3x units of 3 Trueborn with Blasters
    3x Venoms with 2 Splinter Cannons
    2x units of wracks x10 w/ liquifier and Acothyst with flesh gauntlet
    Cronos w/ Spirit Vortex
    1 Ravager
    2x groups of 3 Reavers with Blaster

    Warhost Tobaal

    Lord Tobaal (Kaldor Draigo) 275 Points
    Inquisitor Lyr 79 points
    (3 Servo-Skulls, Psychic Communion)

    Squad Anvil (5 Paladin Squad) 350 Points
    Ximax Astalder, Thousand Sons (Nemesis Warding Stave/Storm)
    Il'thrax Crowfeeder, Lost and the Damned (Halbard/Storm)
    Kharanos Spinebreaker, Night Lords (Falchions/Psycannon)
    Destroyer Bothrakos, Iron Warriors (MC Daemonhammer, Psycannon)
    Umathkar the Dread, World Eaters (Falchions/Storm)

    Squad Hammer (6 Paladin Squad) 480 Points
    Covai Thrice-Blessed, Death Guard (Apothecary with Nemesis Warding Stave)
    Apostle Omion, Word Bearers (Falchions/Storm)
    Varr of the Black Hammer, Alpha Legion (Daemonhammer/Storm)
    Gothris Khaim, Black Legion (Falchions/Psycannon)
    Prince Alvius, Emperor's Children (Halbard/Storm)
    Sergeant Neth, Red Corsairs (Sword/Psycannon)

    Kill-Team Alaran (Strike Squad) 180 Points
    5x Strike Squad, Justicar w/psycannon, Psybolt Ammo
    Razorback w/Lascannon, TL plasma.

    Elder Aurikon
    1x Dreadnought 135 Points
    2x twin-linked autocannon, psybolt ammunition

    Setup: A Cathedral lies in the east, with two buildings in the west. Forests lie in midfield. Gametype is Capture and Control with Spearhead deployment

    Warhost Tobaal sets up their objective to north of cathedral, with the Dread hiding inside and Lyr’s Razorback sitting with a good firing lane. The Biting Frost Kabal deploys in a scattered formation across eastern half of the board, with the Reavers up front to provide cover saves for those who can’t hide behind the buildings.

    Turn 1

    Warhost Tobaal: The dreadnought peeks through the Cathedral’s doorway, and its psycannons easily down a Venom despite its cover saves. Meanwhile the Razorback’s lascannons sink the Ravager, eliminating the Xenos scum.
    Dark Eldar: Realizing the need to close quickly, the Reavers zoom halfway across the map. One squad hides behind the southern wall of the cathedral, while the other perches high above. The Raider, with the Wyches and Archon mounted, follows behind. Meanwhile the blaster-wielding Trueborn in their Venoms hit midfield, aiming for the Dread. The Wracks move to secure their point and spread out to stymie deep strikers, while the dismounted Trueborn run to take out the Inquisitor’s servo skull.

    Turn 2

    Warhost Tobaal: Easily moving in the warp-tainted space, Squads Hammer and Anvil appear. Hammer takes an aggressive approach, appearing to the north of the Dark Eldar’s objective, while Anvil appears to defensively to the west of the Cathedral. The forces of Chaos have a tough time hitting the speedy Eldar, as the Dreadnought’s fire only manages to take a Dark Lance off the Raider, while Squad Anvil only downs a single oncoming Reaver. Lyr’s Razorback has dead aim, however, and downs another Venom in midfield. Meanwhile, Warlord Tobaal callously dispatches the Trueborn, who are caught unaware by the great demon’s sudden appearance.
    Dark Eldar: The Dark Eldar strike! The Reavers surround Squad Anvil and are joined by one of the Venoms with Trueborn. In a storm of destructive blaster and splinter cannon fire, the champions of Chaos are reduced to two injured members. Unfortunately for the Dark Eldar, this is a failure, as even one standing would be enough to strike back. Meanwhile the midfield Trueborn’s blasters slam the front of the Cathedral, their shots at the Dreadnought going awry. In the backfield, the Haemonculus tries a risky move by separating from his squad of Wracks; the hope is that he can run out of sight from Lord Tobaal, opening himself up to use his Casket of Flensing next turn. Unfortunately he botches his run roll, leaving him in the open like an idiot. His wracks retreat behind a piece of terrain and wait for him to get what’s coming.

    Turn 3

    Warhost Tobaal: Lyr and his squad of mind-wiped Deathwatch marines stride from their Razorback, intent on showing the filthy xenos why paper tigers are made of paper. In a storm of fire, the Reavers and Trueborn are wiped out, leaving only a stunned Venom out of the original alpha strike force. Meanwhile, Tobaal does not let the Haemonculus escape from his mistake, as he is mercilessly slaughtered.
    Dark Eldar: Spurred on by the painful death of their cohorts, the second wave of Dark Eldar hit. The Archon’s raider sails over the walls of the Cathedral and deposits its crew of angry wyches, who charge screaming warcries into Lyr and his Deathwatch team. Meanwhile, the advancing Trueborn finally get a clean shot at the Dread, wrecking it with their blasters. In the backfield, the wracks play defensively. To prevent Tobaal and his minions from reaching the point, they spread out and flame the tightly packed squad, dealing a wound, but refrain from assaulting suicidally in order to block the terminator’s path. The Cronos continues to fire without effect, its spirit syphon no match for the powerful souls of Chaos.

    Turn 4

    Warhost Tobaal: The champions of the eightfold star do not take kindly to being patronized. Tobaal makes short work of the mindless Wracks. Meanwhile, the remnants of Squad Anvil charge to the rescue of Lyr, but find the Wyches are just as wily to them as they are to the overwhelmed Deathwatch team.
    Dark Eldar: The Venom, recovering from its damage, pops over the wall of the cathedral to pick up the midfield Trueborn. In a desperate attack, the Cronos and Wracks advance to shower Tobaal in templates. However, despite a lucky roll of AP1 the terminators stand untouched. More Deathwatch team members are layed low by the flaying attacks of the Archon.

    Turn 5

    Warhost Tobaal: The great demon contemptuously orders the attack on the mindless servants of the Dark Eldar. A storm of fire, followed by a multi-charge of both remaining units, is resolved swiftly as the pathetic creature’s souls are fed to the slavering daemon weapons of the Warhost. Meanwhile, the Razorback backs up to take a shot at the Venom, wrecking it and stranding the annoyed Trueborn yet again.
    Dark Eldar: In retaliation, the Trueborn blow up the Razorback’s cover and aim a shot that wrecks the vehicle. Meanwhile, the assault, which for each turn had gone in the Dark Eldar’s favor, finally ends in victory for the Dark Kin with minimal losses.

    With each point in the hands of the other foe, and no way to swiftly move between them or challenge each other’s forces, the game is called as a draw.

    ----

    A rumble of thunder pealed through the shattered towers, its tone sustaining and rising until it became a titanic shriek of pain. Backlit by coruscating lightning, a lone Venom darted across an open courtyard leading to what had been the Duomo of Flesh. Rather than entering via its now-collapsed grand archway, however, the agile craft dived at breakneck speed into its empty moat, quickly escaping from sight and entering a cave-like crack in the structure.

    The small entrance was barely big enough for the craft, and the darkness of the tunnel was lit only by the dim glow of its instruments. The occupant’s sharp eyes picked up the collapsed rubble that marked the end of the tunnel, but the Venom continued on - passing through the protective illusion and its subsequent masking field swiftly, before prying eyes could detect the location of the hidden laboratory.

    The Ghol was waiting for them.

    The Venom’s occupants fingered their splinter weapons nervously at the sight of the hunched haemonculus standing in the hangar bay. His ever-present servants were arrayed behind him, blocking the exit. Caarus sneered and dismounted from the craft, grabbing the faded silk sack from his belt.

    “Is this the trust you give your hirelings, Ghol? This looks more like an execution squad than a welcoming party.”

    The Ghol smiled serenely, his skin stretching. “My apologies for the insult. But I thought I hired more than a handful of your Kabal’s finest warriors.”

    Caarus pondered how much to tell the creature. “We found what you requested, but the daemon-storm separated us. I expect the others to return later.” The truth about the mon-keigh and his servants - the so-called Inquisitor Lyr - and their interest in the Repository could be used as a bargaining chip later. In truth, however, Caarus knew his fellow mercenaries were unlikely to return. His unit had fled the Repository with their bounty before the daemon warriors arrived, and had left the terrible destruction of that battle in their wake. Even if the others survived the fight, the thin surface of reality in Shaa-dom was boiling with Warp energy spawned from the conflict. He could feel the gaze of She Who Thirsts on him, a maddening sensation that urged him to conclude the transaction and escape to the relative safety of realspace.

    The Ghol shuffled forward, his servants eerily mimicking his movements. He reached a clawed hand out for the bag that Caarus held out. The haemonculus drew the shimmering crystal out from the bag, and let it gently levitate in his palm. He slowly marveled at the wealth of lost knowledge contained in its data matrix, as his servants jerkily imitating his gestures.

    “Well done,” he croaked. “Another piece of Us recovered. Your reward, of course....”

    A terrible rumble shattered the quiet, shaking even the shielded hideout. The kabalites grasped their heads in pain as horrendous fear shot through them. Even the numbed servants of the haemonculus shuddered fitfully, though The Ghol himself merely chuckled in private amusement.

    This time the sound that shook Shaa-Dom was not a screech of pain. It was a battle-cry. The great, translucent form of the Keeper of the Broken City stalked the shattered streets. Its hunting grounds had been infringed upon. Only vengeance could quench its thirst.


    Wu's Thoughts: This was my first game testing out my new Dark Eldar army. Clearly they’re a lot more fragile than the Orks, though I liked their ability to alpha strike with blasters. I’ll keep tweaking my list and start using cover a lot more often - that should help a lot.

    Lao’s Thoughts: Blasters: They Make Paladins Cry. Also, that engagement with the Archon and his wych friends convinced me that psybolt ammo on the Strike Squad’s a waste. It is now a Master-Crafted on Bothrakos’ daemonhammer siegefist, and psychotroke grenades a particularly nasty new brand of sorcery on Inquisitor Lyr.

  3. #3

    Re: Hunting Shadows

    nice batreps and nice story. S8 is pain in the ass against W2 T4 troops but you seem to have given as much as you got.

    keep them coming!

  4. #4

    Re: Hunting Shadows

    Confused? Did some reordering so these are in roughly chronological order. The new one's the one at the top!

    Hunting Shadows

    Inquisitor Lyr’s razorback shook as its bulk cracked the endless field of carapace and its treads were once again reunited with hard earth. There was no comment from the pilot, no comment from Sergeant Alaran- Lyr was hard at work, and that meant the wards burned into the armor of his loyal Deathwatch entourage were at full force. They could fight. They could kill. They just couldn't think.
    Unlike you and I, human.
    With discipline borne of a lifetime's training, Lyr kept his mind clear of any frustration.
    "You said I would find what I sought here, Tobaal."
    Yes, yes, yes.
    The voice sounded bored more than anything else. You will find the trinket your brothers desire ahead. But before that...

    ---

    Suddenly, the small skittering horde stops its feast. Countless small creatures retreated, disappearing into the underbrush, burrowing into the ground. Then the big one came. With a thump, rattle, and hiss, She-Who-Sees surveyed the battle field; tasting the ozone in the air. The feast would not be easy today. She-Who-Sees roared into the sky, and the embers of The Hungering Shadow flared red hot in anger. The hive would not be delayed, for this was no longer a job for the little ones... The-Last-of-Blades would come, and she would dine as one.

    ---

    ...you will find me what -I- want.

    Inquisitor’s Lyr’s venture into the shoals of the Labyrinth are never without danger. He has tracked the remnants of Hive Fleet Ragnarok - just as it has been tracking him. Fortunately, Warhost Tobaal has been looking for a challenge....

    Warhost Tobaal
    Lord Tobaal (Kaldor Draigo)
    Inquisitor Lyr (3 Servo-Skulls, Psychic Communion)

    Squad Anvil (5 Paladin Squad)
    Ximax Astalder, Thousand Sons (Nemesis Warding Stave/Storm)
    Il'thrax Crowfeeder, Lost and the Damned (Halbard//Storm)
    Kharanos Spinebreaker, Night Lords (Falchions/Psycannon)
    Destroyer Bothrakos, Iron Warriors (Daemonhammer, Psycannon)
    Umathkar the Dread, World Eaters (Falchions/Storm)

    Squad Hammer (6 Paladin Squad)
    Covai Thrice-Blessed, Death Guard (Apothecary with Nemesis Warding Stave)
    Apostle Omion, Word Bearers (Falchions/Storm)
    Varr of the Black Hammer, Alpha Legion ( MC Daemonhammer/Storm)
    Gothris Khaim, Black Legion (Falchions/Psycannon)
    Prince Alvius, Emperor's Children (Halbard/Storm)
    Sergeant Neth, Red Corsairs (Sword/Psycannon)

    Kill-Team Alaran (Strike Squad)
    5x Strike Squad, Justicar w/psycannon, psybolt ammo,
    Razorback w/Lascannon, TL plasma

    Elder Aurikon
    1x Dreadnought w/ 2x twin-linked autocannon, psybolt ammunition

    Splinter Fleet Ragnarok
    She-Who-Sees (Hive Tyrant with Venom Cannon, Hive Commander, Leech Essence)
    Last-Of-Blades (6x Tyranid Warriors with Boneswords)
    Sisters of the Hungering Shadow (3x Zoanthropes with a Sporepod)
    2x Hive Guard
    9x Tyranid Warriors with Deathspitters, 1x Venom Cannon
    20x Termagaunts with Devourers


    Setup: A large central chapel is centered in the South, while a covering building is in the northwest. Scattered ruins and forests abound. The Tyranid Hive guard and Tyrant deploy in the cover of the chapel. Razorback with Lyr and the dread deploy in cover behind the building. The Angels smile on Inquisitor Lyr as he manages to seize the iniative. Tobaal Grand Strategies the Counter-Attack rule to both paladins and Lyr’s squad. Objectives hide in each building, respectively.

    Turn One

    Warhost Tobaal: Elder Aurikon trundles out of cover to plink at the Hive Guard. It scores a wound.

    Splinter Fleet Ragnarok: In response, the Hive Tyrant fires its heavy venom cannon. Pair of sixes on penetrate/damage. Pop goes the psyfleman. The Dice Gods favor the Splinter Fleet this day.

    Turn Two

    Warhost Tobaal: Psychic communion fails. Inquisitor Lyr, through a haze of blood, sees the lesser squad of angels descend- they run for the objective.

    Splinter Fleet Ragnarok: Every single Tyranid drop pod comes in. The dual-bonesword warriors outflank to threaten the terminators. The zoanthropes enter into prime termie-shooting range. The termagaunts enter into prime termie-shooting range. And the heavy ranged warriors... scatter within twelve inches of Inquisitor Lyr and his loyal, heavily warded kill-team.
    Warp Quake. Auto-mishap. Two rolled.
    Three hundred points of Warriors become a fine red mist.
    The Dice Gods change their minds very, very quickly.

    The Hive Mind, reeling at this, opens up on the extant terminator squad. One Zoanthrope, running up against the Aegis, perils of the warps itself. The other two fire, claiming one kill; alas, poor Il’Thrax Crowfeeder, we hardly knew ye. Sixteen devourer Termagaunts fire. When the storm of acid clears, well, a Devourer symbiont has made a wreck of Prince Alvius’ face, but the Champion of the Emperor’s Children is still smiling. And shooting.

    Turn Three

    Warhost Tobaal: Psychic communion succeeds. In comes Lord Tobaal and his retinue, intending to screen Squad Anvil from the oncoming Warrior horde. Attempts are made to fire up daemon weapons, but the Shadow in the Warp has made them skittish. Infuriated, Tobaal commands his minions fire on the oncoming Tyranid horde- two warriors drop.
    Squad Anvil, meanwhile, softens up the Termagants before following Prince Alvius into a murderous charge. When the thunder of blows ceases, Squad Anvil is unharmed, and only the writhing organic mass of the drop pod remains.

    Splinter Fleet Ragnarok: The Zoanthropes fire on Squad Hammer- Tobaal takes a wound. By the grace of the Dark Gods, the Warriors are forced to assault through cover, and are grenadeless. Sadly, none of the force daemon weapons are active thanks to the Shadow in the Warp, but even so the Champions of Chaos deal out a series of murderous blows.
    Nonetheless, Ximax Astalder winks out of existence in a burst of warpfire, and Kharanos Spinebreaker is transfixed on the blades of the beast he slew. Destroyer Bothrakos of the Iron Warriors earns his sacrifices for the day, however, instant-killing three of the warriors, bringing the squad of 9 down to 4- while a squad of 6 has become a squad of 3.

    Turn Four

    Warhost Tobaal: The Razorback and Hive Tyrant continue exchanging ineffectual hits- a glancing here, a wound there, then the melees continue. The daemonblades resist Tobaal’s commands as another of the squad falls, but Umathkar the Dread, Champion of the World Eaters, forces his rebellious daemontalons to obey his will. In a flurry of blows, he claims the three skulls Tobaal could not claim for the Skull Throne. The three surviving champions face down the Zoanthropes.
    Squad Anvil ends the spore pod and moves to claim the tyranid objective.

    Splinter Fleet Ragnarok: The Zoanthropes fire- Tobaal and Destroyer Bothrakos shrug off their two hits effortlessly. Then the Zoanthropes close to melee.

    --
    Umathkar bayed defiance through his vox-caster, his daemon-talons twitching with glee for the imminent bloodshed. Bothrakos settled into a defensive posture, his Siegebreaker fist low behind him, his left arm prepared to ward off whatever blow was coming. Tobaal, however, stood stock-still as the psychic beasts moved towards him. Each of the Champions could feel the warp-presence of the zoanthropes crackling between them, a presence that could at any moment erupt into a lance of focused hunger that would send their blackened souls spiralling back into the warp.
    Still Tobaal did not move. In his left hand, Khordun-Ylle pulsed with a faint white glow. His right opened and closed a few times as the creatures closed.
    Then there was a flash of brilliant light, and a sound like the Warp claiming its own, and above it all the triumphant howl of Khordun-Ylle, the Thirsting Void, as it drank deep of the alien psykers’ essence.
    Bothrakos chuckled, a low, inhuman sound, as the three shriveled bodies collapsed to the ground. “A good kill, lord, but perhaps next time you will leave something for us?”

    --

    Khordun-Ylle, which is definitely not the Titansword, ends them.
    The Hive Guard’s Impaler Cannons fire on Squad Hammer- Apostle Omion of the Word Bearers takes a spike to the face and collapses. The Hive Tyrant attempts to leech the Champions’ life force, but discovers very quickly that leeching the life force of one of Nurgle’s chosen is a poor decision. In desperation, the tyrant charges- again, through cover, but the tyrant’s whip stops any but Covai-Thrice Blessed from hitting him before all may strike- and Covai whiffs hard.

    --
    The most devout cultist would have broken in terror before the Tyrant’s charge. Space Marines less favored by the Dark Gods would have set back to receive it, and hoped to survive to strike back. Even lesser Champions of Chaos might have felt the temptation to fear such an incarnate symbol of the Fifth Great Power.
    But Tobaal had sacrificed millions to earn the service of the finest warriors to ever wear the Eightfold Star.
    There was Gothris Khaim, his black blades carving the Tyrant’s limbs from his body one by one as his shoulder-mounted assault cannon set sprays of ichor flying from the creature’s back. Sergeant Neth’s power sword, still bright with his masters’ blessing, met the beast’s whips and with a single pulse of crackling energy annihilated them. Varr of the Black Hammer brought his legendary arm around in a blow that sent the beast crashing down.
    And there was the violet-and-gold blur of Prince Alvius, his ruined face cackling madly as he deactivated his armblade’s power field and thrust it through the Tyrant’s skull. Gore fountained as the chainblade’s teeth, unused to running through any material without the power field to ease their passing, reduced the Tyrant’s head to a green-black wreck.

    "HOLD," came the word from Tobaal. With a sputtering whirr, and obvious regret, Alvius pulled his arm out of the smoking hole.
    The Lord surveyed the casualties, nodding. "Improvement."
    And without so much as a clap of thunder, they were gone, leaving Inquisitor Lyr to look out over a plain of mutilated xenos bodies.
    You should find what you seek in the corpse of the largest one.
    He tried to not feel a spasm of rage. He did not succeed.

    --
    Aaand Tyranids concede.

    Thoughts: Shadow in the Warp. Hate you, Shadow in the Warp. Only got off a single force weapons check in the whole game. Admittedly holy hell did it pay off, but the reason this was a win and not a desperate attempt to cling to a tie was the scatter dice decreeing three hundred points of deathspitter Warriors needed to turn themselves into a fine red mist.

    Also: Draigo is a big grey 'Zoanthropes die' button. Hooray for Draigo.

  5. #5
    Brother Sergeant
    Join Date
    May 2010
    Location
    Sweden
    Posts
    46

    Re: Hunting Shadows

    Wow.. Absolutely wow! Amazing battle report! You had me caught from the moment I began to read the first sentence! Really well done!

    Do you plan to convert all of these individual models? In that case, please don't keep them from the rest of us to marvel at!

  6. #6

    Re: Hunting Shadows

    Professional Envy

    FINCH, LINNAEUS [INQ-OX]: “So we are back at where we began. You slander a fellow Inquisitor of the Ordo Xenos in my presence, and present metaphor and prophecy as equal weight to his centuries-long record of exemplary service. What am I to say, witch? I will not let my mind be poisoned by such innuendo.
    [UNKNOWN-REDACTED]: Have you heard of the
    shai-kel, Inquisitor? It is a peculiar lizard that fills its own heart with poisons, such that he may not fall prey to the wary beast...

    Undated vox log, submitted as exhibit 488-A, trial of Inquisitor Emonde Lyr (abstentia)

    ---

    Skaergaard Tertiary, Sutton Subsector, 685.M41

    Sixty-two hours into the infiltration, the Skaergaard Terminus reactor complex went up. The blast pulverized fifteen square kilometers of the city outskirts, taking with it the city's main rail links, three companies of the Skaergaard Firstline PDF, an uncounted number of Raganarok hive organisms, and the entirety of the planetary spaceport landing fields.

    “Saints and all the sinners,” breathed Meriwether, as he regained his breath. He risked a look out the shattered safehouse window. In the streets below the hab-stack, a tendril of the infestation was snaking its way into the nearby blocks like a viscous liquid. Bat-winged horrors, startled up by the shockwave, were filling the skies, and the sounds of heavy weapon fire from the defense bastions were mixing with the trumpet-calls of the assault organisms.

    A series of aftershocks wracked the building, setting the saucer of Inquisitor Finch's teacup rattling on the table. With a delicate extension of his pinky finger, he steadied it as he set his cup down. “I believe I am satisfied, Calvados,” he said, standing and smoothing his robes as he looked to the giant Vekath gunslinger standing by the door. “If Lyr was here, he would have made his presence known by now. Tell Astrid to bring the transport around.”

    Meriwether did his best not to gape. “So we wait until our only exit is destroyed to decide this? Inquisitor, I'm sorry, but-”

    Finch turned to him, that peculiar fixed look of affable confidence on his face as always. “First principles, Interrogator Meriwether.”

    ---

    The stairwell echoed with the distorted sounds of distant terror. Calvados padded down a flight ahead of them, his bulk moving with unlikely speed, his twin pistols Grace and Calm always covering the approaches. Meriwether was constantly worried that the gunslinger would lose them, pulling too far ahead of the Inquisitor as he ambled down the stairs. He had no trust in his own skills with a laspistol to keep Finch safe.

    “Please stay focused, Meriwether. First principles. What do we know of Inquisitor Lyr's activities here on Skaergaard?” A series of screams echoed up from one of the lower floors. The Inquisitor seemed hardly to notice.

    Meriwether sighed. He couldn't imagine how Finch could stay so pedantic even at a time like this. “We know he's made four trips here over the last two years,” he said, glancing down an empty, dilapidated hallway as they passed the landing. “Which given the lack of any historical xenos activity in the region is cause enough for suspicion.” Finch murmured vaguely, but did not interrupt. “The last of which seems to have coincided with an infestation of the Ragnarok organism. Which implicates that he either planned or had future knowledge of the attack.”

    “Which is preposterous,” snorted Finch. “Lyr's understanding of the Ragnarok is childlike. Any conclusions premised on the “extragalactic super-organism” hypothesis are completely inadequate to predict behavior on such a scale.”

    “So that leaves us with nothing,” said Meriwether. On the landing below, Calvados had stopped and was waving towards one of the exits. Several floors below, a clatter of steps and voices indicated some group of armed men moving up the stairs. Meriwether gulped and hurried the Inquisitor to follow Calvados down the hallway. “We've been unable to even figure whether Lyr is even still here, much less the investigations he'd been pursuing.” No thanks to you, thought Meriwether under his breath. He still resented Finch's over-cautious approach.

    “On the contrary. A lack of evidence is not evidence of lack. Recall, Meriwether, that Lyr is by no means the most... discrete of the members of our shared profession.”

    Meriwether thought. They were moving at a jog now, trying to keep pace with Calvados as he swept down the twisting series of subdivided apartments that filled the hab-stack. “So if he was here, he would have made a move against the Ragnarok by now.”

    “And since our good friend Tomascz has detected no sign of the appearance of Lyr's famous “angels,” and no Inquisition-coded ships managed to leave the starport before its untimely destruction...”

    “We can guess that Lyr had moved on before we even arrived,” said Meriwether. He wasn't sure how he felt. How long ago had Finch figured this out? He could never tell.

    Ahead, there was the sudden shattering of glass and a series of hideous screeches. A Ragnarok bat-thing flailed its way out into the common room, jaws snapping and gun-organ pulsing. Without missing a beat, Calvados dropped to one knee and put four high-powered las rounds into the the beast. Pungent ichor leaked and stained the rugs. Finch stepped over the cooling body without breaking stride.

    As they left the room, Meriwether glanced back. Dark shapes and the scratching of talons sounded from outside. He pumped a few stray shots back into the room and slammed the door, the hair on his back rising. This was getting out of hand.

    ---

    There was no sign of Astrid outside. The street was empty except for an abandoned hackney-coach, its engine block slowly burning out. Calvados stalked up the street and around the corner, scouting out.

    “Meriwether, see if you can raise the Twins. Tell them that I have need to speak with the Lord-Governor, and would like them to arrange such a meeting by any means they find necessary.”

    Meriwether glanced up and down the street nervously. The sound of small-arms fire and growling transport engines was growing from the north side of the street. “You think Lyr would bother to share plans with the governor?”

    “I have no doubt of it,” said Finch. “The man has an abiding resentment of subterfuge. He craves acknowledgment. Wherever this investigation may be in doubt, we may look to the guiding light of Lyr's own self-regard.” His usually fixed smile twitched upward momentarily, and Meriwether suddenly realized that Finch had made a joke.

    Calvados came running down the street, his arms waving the pair to get down. They barely had time to react before a PDF Chimera came slewing into the cross-street, acid smoking and disintegrating its armor before their eyes, the multi-laser turret crackling with fire. It was immediately followed by a thundering roar that shook Meriwether's very bones, as an enormous assault-organism, its head bizzarely low-set underneath its massive bulk, crashed into the transport. Its scythes sliced into the armored vehicle, stabbing wildly back and forth, slicking themselves in more and more blood.

    Meriwether screamed. He couldn't help it. He pulled up his pistol and started firing wildly. He couldn't miss, even at this range, but the lasfire merely blew insignificant chunks of calcified plating off the thing’s back.

    With a throaty roar, an extended-cab trawler came screeching around the wreck of the Chimera. A PDF trooper stumbling out of the transport barely avoided being run down. The trawler's horn howled as it screeched to a halt. Meriwether could see Astrid at the wheel, the former Sister Dialogus screaming at the three to get on board.

    Meriwether scrambled in, followed by Finch as he settled himself in the cab. Calvados jumped on the running boards.

    “Well timed as always, Astrid. The governor's palace, please. I believe we have need of one of his shuttlecraft.”


    ---

    The Tyranid splinter fleet Ragnarok has begun to escape from its prison in the Labyrinth and has infested the coastal star system of Skaergaard. Ordo Xenos Inquisitor Linnaeus Finch, one of the first to study what eventually becomes known as the Tyranid, underestimates the scale of the threat they pose and is confident in the Imperium’s ability to handle what he thinks is just a rogue bioform. Thus, he is more concerned with investigating the possible corruption of his peer, the infamous Inquisitor Emonde Lyr. The Skaergaard PDF fights for its life against Hive Fleet Ragnarok while Finch calmly follows up on his leads.

    Skaergaard Firstline PDF

    Company Command Squad with regimental banner, vox, and plasma gun
    Klatesh the Sorceror (Primaris Psyker, deployed with Veterans)
    Tech-priest with 2 plasma cannon servitors
    Apostate Priest with eviscerator (deployed with blob squad)
    Infantry Platoon – 30 men with blob squad, Enforcer (Commissar) with power weapon
    Platoon Command Squad with plasma gun
    Special Weapon Squad with 2 flamers and 1 demo charge
    Special Weapon Squad with 3 sniper rifles (recon squad)
    2 Autocannon Heavy Weapon Teams
    2 Missile Launcher Heavy Weapon Teams
    Veteran Squad with 3 Melta guns, demolitions
    Guardsman Marbo
    5 Stormtroopers with 2 plasma guns

    Ragnarok Splinter Fleet - Umbra’s Flame

    The Everlasting: Tyranid Prime 2x bones swords and devourers
    The Last of Blades: 5 Warriors with Devourers & boneswords
    First of Tempest: 20 Termagaunts with Devourers
    The Final Caress: Venomthrope
    Weeping Mother:2 Biovores
    Sky-Bane: 2 Hive Guard
    Lost Maidens: 8 Ymgarl Genestealers
    Mouth of Gaea 3 Ripper Swarms, tunneling bitches
    She-Who-Nurtures:Tervigon
    Rage of the Shadow: Tyrannofex

    Setup: To the west lay two ruined buildings, the north of which became the PDF command headquarters and heavy weapon emplacement. Two forests marked the north and south middle of the map, with a large ruined cathedral in the west.

    The game was Annihilation, with Spearhead deployment. Tyranids took first turn, and deployed in a tight phalanx in the southwest quadrant, with smaller bugs providing cover for the larger creatures. The Guard deployed around the northeast building, with a missile launcher squad and tech-priest on the upper stories, the command squad on the ground floor, and the remaining teams in cover along the north and south sides of the building. The rest of the Guard stayed in reserve, while the Ymgarl genestealers slept and the rippers planned to deep strike.

    Turn 1

    Tyranid: The Ragnarok phalanx moves forward at running speed. Long-range fire from biovores kills a few heavy weapon team members on the south side of the building. Seven gaunts spawn from the Tervigon.

    Guard: Return fire is weak, with successful orders to down the Warriors stymied by poor shots from the responsible missile teams. Several gaunts are cut down by plasma cannon and autocannon fire. Sniper fire from the recon squad finds its target on the Tyrannofex but the beast's thick armor shrugs it off.

    Turn 2


    Tyranid: Biovore fire continues to rake the southern HWTs. The autocannon squad is reduced to a single gunner, while the missile squad breaks and falls back north. Devourer beetles swarm the recon squad, reducing it to one member despite going to ground. The tervigon spawns an impressive sixteen gaunts, but pulls its ovary in the process and ceases further production. Rupture cannons spook the plasma gunners, killing two servitors.

    Guard: All reserve rolls except for the veteran squad succeed. Marbo appears near the southern edge of swarm, the blob squad ranks up along northern board edge, and the stormtroopers make a precision landing behind the cover of a wall. The commander, apoplectic at the missile squad's failure, manages to rally the fleeing squad but then clogs the vox lines with curses and prevents any further orders. Still a bad turn for the nids, as Marbo's demolition charge, stormtrooper plasma fire, and long-range support fire demolish the gaunts and kill a biovore and hive guard. KP: 1 Guard.

    Turn 3

    Tyranid: The Ymgarl genestealers leap from their cover in the northern forest and fall upon the blob squad. They shred the poor guardsman, but the commissar keeps order. The remaining gaunt wall wipes out the stormtroopers, and the Tyranid Prime and Venomthrope whip Marbo into submission. The warriors finally succeed in killing the final recon squad member. Tyrannofex rolls in the dirt, accidentally unloads a rupture cannon shot in the general direction of servitors, temporarily shorting out their occular lobes, but otherwise doing nothing but releasing excessive gas build up in the sow. The bulk of the Tyranid force nudges northward. KP: 1 Guard, 3 Tyranid

    Guard: Despite the forced apologies and patient explanations of the commander, the missile launcher squad still fails to kill any Warriors. The lone autocannon gunner, despite missing his loader, still manages to score a kill on the Venomthrope, and the other emplacements manage to finish off the Tyranid's medium-range fire support. The combat engineer squad moves into the forest and unleashes flames upon the surviving gaunt wall, eliminating all but one. They are backed up by the arrival of the veterans and the psyker Klatesh. With an imperious gesture he unleashes warp-lightning upon the Warriors, dealing several wounds. The blob squad rallies, and with the addition of the platoon command squad, uses the sheer weight of their bodies to overcome all but one of the genestealers. KP: 4 Guard, 3 Tyranid

    Turn 4


    Tyranid: The Warriors, joined now by the Prime, advance into the forest, cutting down the combat engineers in a close-range firefight. The Tyrannofex continues its plod towards the fortress, while the main body of the Tyranid force closes on the southern forces. A shower of cluster spines from the monstrous creatures takes an unexpectedly heavy toll on Klatesh's disciples, but the squad holds. The final genestealer takes a mortal wound from the commissar's power sword, but in a death frenzy swipes the head off the priest accompanying the squad. KP: 5 Guard, 5 Tyranid

    Guard: Carrying the momentum of the fight, the blob squad charges north into the teeth of the Tyranid advance. Close-range las and flamers take a monumental toll on the large gaunt squad, reducing them down to five members. Klatesh and his disciples close into the woods and unleash a storm of sorcerous and technological might upon the warriors, killing several but not nearly enough. Despite the pleas and threats of their commander, the missile launcher squad still manages to miss its target completely, while the brave autocannon squad survivor caps the last member of the gaunt wall. KP: 6 Guard, 5 Tyranid

    Turn 5

    Tyranid: The Warriors, snarling in pain, blast Klatesh with point-blank devourer beetles, and the psyker decides he no longer fancies his chances. His squad legs it off the board in the following turn, followed by the platoon command squad, who flee when a blast of frag spines scatters their direction. The Tervigon and gaunts charge the blob squad, sticking both sides in a grinding, uncertain melee. The Tyrannofex, finally closing on the fortress, finds itself just out of charge range, although its close-range weaponry manage to put some wounds on the weapon teams occupying the building. The rippers finally arrive, smelling fresh meat, appearing in the large ruins in the west. KP: 6 Guard, 8 Tyranid

    Guard: Finally accepting defeat (or maybe just running out of ammo), the survivor of the southern autocannon squad finally legs it into cover. Meanwhile, the commander's efforts finally meet some success, as two warriors explode in a burst of gore- although the fire came from the southern squad, not the building tenants. Plasma cannons turn their attention to the Tyrannofex, and take two wounds from him. In the assault, two gaunts are killed, but Feel No Pain ensures that the remaining three live to the end of the game. The dice demand a final turn.

    Turn 6

    Tyranid: In an uncharacteristic display of initiative, the Tyrannofex throws its weight into the building, smashing through the wall and destroying the foolish and entirely ineffective missile launcher team with several clumsy swipes of its claws. The rippers storm out of the building and join the blob squad combat, dealing an impressive number of attacks but failing to dent the Guardsmen’s fervor. The warriors advance out of cover, laying down suppression fire on the northern weapon teams but doing little lasting damage. KP: Guard 6, Tyranid 9

    Guard: Finally joining the fight, the commander and his retinue retreat from the wrath of the Tyrannofex and attempt to coordinate fire on the warriors... to spectacular failure, as despite accurate fire an epic series of failed to-wound rolls leaves the Prime and last warrior standing. The blob squad, despite standing tall and fighting for their home, accomplish nothing, and the combat is tied as the game ends.

    Final KP Score: Tyranid 9, Guard 6. Tyranid win.

    Final Thoughts: A close-fought game, with experimental lists on both sides and an even distribution of epic dice success/failure. Three more dead gaunts and a couple fewer 1's on the to-wound and it would have been a tie game, although that was the best I could have hoped for. MVP definitely goes to that brave autocannon team that scored two kills despite a dead loader, and LVP (least valuable) goes to that dratted missile launcher team that couldn't fire or take an order to save their life...

    Final buggy thoughts: A return to the good ol days of the swarm has indeed been a successful one. MVP and LVP go simultaneously to the Tyrannofex, depending on which turn you look at. 2 bs 3 shots do not a ranged threat make. Although he may have been more effective on vehicles out in the open, i think i will never run him with a rupture cannon again. Aside from that, he probably put the most kill points out this game, or at least the most satisfying revenge kills. I think the tervigon and ripper swarm strategy will work will as units which peel off and hold objectives later. Rippers aren’t terrible, especially if they deep strike in VERY conservatively. I was also very surprised at the efficacy of multipurpose warriors, although without the venomthrope and eventual prime support, they could easily have been a huge point sink. man, 2x bone swords are nasty. The fact that IG simply couldn’t tell which was the obvious target was a HUGE plus.
    Last edited by Formerly Wu; 04-06-2011 at 08:18.

  7. #7

    Re: Hunting Shadows

    ---

    Finch leaned on the mantlepiece and stirred the fire again. A great blizzard of sparks flew as the fuel cores settled. The poker was getting quite hot by now, its unworked iron point carrying an orange glow for some time after removal. Finch studied it absently, turning it this way and that, before letting it resettle in the fire’s center.

    “I must admit to a bit of professional envy, your Lordship.” Finch took a turn about the room, his footsteps silent in the thick rug. “Emonde- Inquisitor Lyr, I mean- is quite the favorite of the Sefirem Ordos. I will not bore you with specifics. I doubt you are much interested in our petty internal politics. It would be quite as if you rattling on at a dinner party about the ins and outs of the Sorrows royal family, would it not?”

    The Lord-Governor of Skaergaard said nothing.

    “Regardless. A member of Lyr’s standing has access to many... well, let us just say, connections among the praticioners of the ‘esoteric’ arts. If I am not mistaken, your psycho-conditioning shows the signature work of the Oxatoc Brotherhood. Their methods are very exclusive. Full-body engrams, the entire corpus acting as a ward against intrusion of the mind. You should be honored that Lyr found you worthy of secrets that such a technique would require.” Finch had returned to the fire, and extracted the poker again. It hissed with smoke.

    Still, the Lord-Governor was silent. “I think the Lordship is drooling on himself again,” muttered Eaves.

    “Well, do be kind and clean him up.”

    Eaves grumbled, his bionics creaking as he dabbed the Lord-Governor’s face with the last clean spot on his handkerchief. All things being equal, he would rather still be in service to that bloody fool Tiles. At least Tiles didn’t have him spending his days sopping up puke and paperwork in equal measure.

    “Still, while the Oxatoc technique is quite refined, it does have one fatal flaw. All the finesse in the world is still subject to the sustained application of sufficient force.” Finch returned the poker to the fire and turned to the Lord-Governor... or what was left of him. The life-support systems creaked and hissed, maintaining some semblance of life in the sliced-down core of a body that was once the Lord-Governor of Skaergaard. A vast array of channeled tubing pumped blood, preservative liquids, and stimulants through his vivisected body, while a clattering engram-decoder churned away near his opened skull.

    The life-support engine suddenly whined, and the slice of human on the table groaned and flexed. A gurgling series of syllables escaped the former Lord-Governor’s lips.

    Finch stepped from the fire, the poker forgotten. “Did we get through? What did he say, Eaves?”

    Eaves gave a surly, servo-driven shrug.

    Finch stepped closer just in time to hear the Lord-Governor’s final words, the product of a massive wall of psychic defenses finally ground down by the implacable engram-decoder.

    Finch sighed and stood. With deliberate care, he removed two golden aquila pieces from his robes. He made a careful round of the operating table, quietly shutting down each piece of machinery in turn as Eaves watched, puzzled. Then he slowly closed the the Governor’s dead eyes, and placed each aquila piece on them with a muttered prayer.

    Then he turned to his manservant. “Eaves, please begin research on all occurrences of the phrase ‘Ember’s Blade’ from the past eight hundred years.”

    Eaves sighed and rolled his eyes. “Yes, Inquisitor. Will that be all?”

  8. #8

    Re: Hunting Shadows

    very impressing.

    pleeease keep them coming.

  9. #9

    Re: Hunting Shadows

    Beck and Call

    “Try it now,” Guv’s voice crackled from the speaker. Kommanda Shinbash pushed the button on the console yet again, and unsurprisingly the unlabeled light continued to flash red. Bored and aggravated, Shinbash jammed the button several more times to no effect before he flipped the vox’s transmit switch.

    “STILL nuffin’!”

    A brief silence, broken only by vox static. “All right. Let me try sumfin’ else.”

    “Fer Mork’s sake, Guv, send one ‘a yer meks up ‘ere ta push dis bloody button! I can’t take it no more!” Shinbash shoved one of the bridge crew orks to take his place for Guv’s diagnostic work and stomped to the view screen in order to seethe at the infuriating view. He could feel the boredom and frustration of his orks echoing through the halls of the kroozer, and his mood reflected it. The damaged ship had been trapped adrift in Wyrdspace for far too long, ever since they had brazenly followed Warlord Krumptoof’s battleship through a tear in reality.

    This place was different though - it was order where the Warp was chaos, tesseract lines instead of boiling ether. It was no less confounding space, however - and worse, there were no spontaneous demon invasions for his boyz to fight. They had to make do with fighting each other, a situation the Kommanda desperately wanted to avoid. He wanted his boyz at full strength when he finally caught Krumptoof - if he could only catch more than a glimpse of his battleship, always disappearing around the next corner of the vast inter-dimensional maze. Once Guv’s repairs were complete, it would only be a matter of time before he caught up with his nemesis.

    The sudden sound of gunfire, explosions and death screams on the bridge behind him both enraged and excited him. Mutiny was not going to be tolerated on his mission, but a fight of any sort was a perfect way to break the boredom. He whirled about to face them, drawing his revolver slugga.

    “Good day to you, Commander Shinbash. I hope I have not found you at a bad time.” The human brushed a piece of splattered ork flesh off his impeccably kept longcoat and stepped forward, leaning on his skull-topped cane. The man’s Astartes retinue, their stormbolters having made explosively quick work of the bridge crew, trained their sights on the unprepared Warboss.

    “Where... where da zog did you humies come from?” Shinbash gaped. The intruders seemed to have materialized out of thin air. His mind raced as he weighed the ugly position this ambush had put him in. Somewhere, Guv’s voice buzzed indistinctly. Shinbash’s eyes flicked to the vox speaker located on the blood spattered maintenance console.

    The strange human in the longcoat spoke. “I’d be lying if I claimed that it was simple to gain access to the Labyrinth’s subdimensional stratum.” He returned the runed crystal orb to the shimmering matrix implanted in the back of his cane’s skull top. “But if a craven xenos like the Kre’baal can build it, it’s a simple matter for one of my intellect to utilize it.”

    Shinbash snarled dismissively at the intruder’s meaningless jargon. “If yer here ta fight, let’s get on with it. Yer yappin’ is makin’ me more bored den I already was.” He edged slightly towards the maintenance in a subtle manner, hoping to alert Guv to the danger. As he got close, a quick movement from one of the Astartes sent a bolter shell through the console, the blast pocking the ork’s thick hide with harmless shrapnel. Before Shinbash could react, the deadly weapon was trained on him again in warning.

    The man chuckled dryly, ignoring the slugga brandished in his direction. “I’m not here to fight you, ork. But I trust you’ll find the deal I propose to you very interesting. Forgive me for not introducing myself earlier. My name is Inquisitor Lyr....”


    ---

    The flagships of rival warbosses Kommanda Shinbash and Warlord Krumptoof are trapped beneath the fabric of reality, in the strange subdimensional spaces of the Labyrinth. The mysterious and powerful Inquisitor Lyr, in search of powerful artifacts and a pawn for his schemes, offers the Kommanda a deal he can’t refuse.

    Waaaagh! Shinbash

    Warboss with Powerklaw, Cybork Body and Bosspole
    Big Mek with Kustom Force Field
    5 Nobs with 2 Powerklaws, 2 Big Choppas, 1 Mad Dok, Cybork Bodies
    14 Lootas (2 squads of 7)
    30 Shoota Boyz with 3 Big Shootas and Nob (Powerklaw, Bosspole)
    19 ‘Ard Boyz with Nob (Powerklaw Bosspole)
    12 Choppa Boyz with Nob (Powerklaw, Bosspole)
    2 Killa Kans with Grotzookas
    1 Battlewagon with Deff Rolla, Armor Plating, 2 Big Shootas
    2 Trukks

    Warhost Tobaal
    Lord Tobaal (Kaldor Draigo)
    Inquisitor Lyr (3 Servo-Skulls, Psychic Communion, Psychostroke Grenades)

    Squad Anvil (5 Paladin Squad)
    Ximax Astalder, Thousand Sons (Nemesis Warding Stave/Storm)
    Il'thrax Crowfeeder, Lost and the Damned (Halbard//Storm)
    Kharanos Spinebreaker, Night Lords (Falchions/Psycannon)
    Destroyer Bothrakos, Iron Warriors (Daemonhammer, Psycannon)
    Umathkar the Dread, World Eaters (Falchions/Storm)

    Squad Hammer (6 Paladin Squad)
    Covai Thrice-Blessed, Death Guard (Apothecary with Nemesis Warding Stave)
    Apostle Omion, Word Bearers (Falchions/Storm)
    Varr of the Black Hammer, Alpha Legion ( MC Daemonhammer/Storm)
    Gothris Khaim, Black Legion (Falchions/Psycannon)
    Prince Alvius, Emperor's Children (Halbard/Storm)
    Sergeant Neth, Red Corsairs (Sword/Psycannon)

    Kill-Team Alaran (Strike Squad)
    5x Strike Squad, Justicar w/psycannon
    Razorback w/Lascannon, TL plasma.

    Elder Aurikon
    1x Dreadnought w/ 2x twin-linked autocannon, psybolt ammunition

    Setup

    A cathedral sits in the west of the board, and two ruined buildings sit in the East. Forests take up the center map, with scattered walls and ruins forming a perimeter around the center. Game type is Annihilation, with Pitched Battle deployment.

    Inquisitor Lyr and his retinue deploy in their Chimera in the Northeast, after placing servo skulls along the northern border of the Ork’s deployment zone. The Psyfleman dread provides support nearby.

    The Orks deploy second, setting up Lootas in the east and west to catch the Razorback and Dread in a crossfire. The shoota boyz deploy to the south of the central forest with the Kans behind them, while the trukks and battlewagon bearing choppa boyz and the nob squad stack on the eastern corridor, keeping the buildings between them and the center map.

    Turn 1

    Warhost Tobaal: Elder Aurikon stomps into the building’s ruins and lines up a shot through the ruin’s windows. The psycannon shots slam into the eastern Lootas, sparking a panic in their ranks and provoking them to leg it off the board. Meanwhile the Razorback’s lascannon shot flies over the heads of the western lootas.

    Waaagh! Shinbash: The western lootas open fire on the Razorback in retaliation. Despite rolling a pathetic 1 on their number of shots, a feat they will accomplish every turn this game, they manage to wreck the vehicle and send Lyr and his kill team out into the open. Meanwhile the roar of throttles sound as the trukks and battlewagon make their way up the eastern flank at their targets. The central boyz squad, meanwhile, legs it into one of the forests and makes itself at home.

    Turn 2

    Warhost Tobaal: Responding to Lyr’s prayers, his Angels arrive in the form of Squad Hammer. Closely avoiding a mishap into a wall, the squad appears between the two eastern buildings - directly on the flank of the advancing Ork vehicles. Unfortunately, their trap does not succeed as planned when the Dreadnought’s cannons are deflected by the Big Mek’s Kustom Force Field. The failure requires Squad Hammer to dismount the Warboss and Nobs with their psycannons.

    Waaagh! Shinbash: The orks throw their combined weight at the Chaos champions. The Battlewagon attempts a tank shock of the group, but its Deff Rolla fails to penetrate their terminator armor. The nobs and ‘Ard boyz surround the champions while the Lootas and Shoota Boyz throw ammo at them. The resulting assault is destructive for both sides - three champions of Chaos fall to the onslaught, though they take twice their number of Boyz in kills and Fearless wounds. Apostle Omion uses his Demon weapon to sacrifice the Warboss to his dark masters, the invocation of fel power sending the nob squad fleeing in a panic. Meanwhile, the Boyz trukk launches past the melee and its choppa boyz scream a Waaagh!, throwing themselves through the ruins at the Dreadnought. Unfortunately, their attacks only manage to shake the mighty walker.


    Turn 3


    Warhost Tobaal: The skies turn red as Warlord Tobaal and his retinue appear in the center of the map. Their arrival is heralded with mighty gouts of flame that wash over the central shoota boyz, killing several of their number. Meanwhile, Inquisitor Lyr and his kill team move to rescue Elder Aurikon. Tossing psychostroke grenades that render the orks confused and helpless, the battle is won before it begins. Unfortunately, the battle does not resolve well for Squad Hammer. Covai Thrice-Blessed holds out as long as he can, but even he is laid low by the weight of powerklaw-wielding orkish muscle.

    Waaagh! Shinbash: The victorious but reduced ‘Ard boyz cheer in celebration and pile back into the Battlewagon, which kicks in gear and trundles forward towards Lyr. Meanwhile the nobs rally, and the trukk returns to pick them up. Every available shoota points its guns towards Tobaal and his squad. High-caliber loota guns, storms of Grotzooka shrapnel, and a torrent of shoota bullets drown the mighty Chaos champions... and only manage to scratch the armor of Il’thrax Crowfeeder.


    Turn 4

    Warhost Tobaal: Tobaal implacably advances into the storm of orkish firepower, brushing it aside as if it were as insubstantial as the wind. His squad crashes into the forest the orks occupy, the depths of their fury leveling the trees and scattering the orks like dead leaves. Lyr’s squad, facing the oncoming battlewagon, hold their ground and attempt to dismount the nobs using their stormbolters, but at long range they are unsuccessful. Elder Aurikon also fails to damage the battlewagon.

    Waaagh! Shinbash: At this point, the kill points are Orks 2, GK 4. If the Orks can manage to kill Lyr’s squad and the Dreadnoughts, and manage to keep Tobaal from killing anything else, they can manage a tie. Killing Tobaal is a bit out of the question at this point. Therefore, the Lootas and Kanz scatter in opposite directions, legging it for cover. Meanwhile, its horn blaring, the battlewagon smashes into Lyr’s squad. Though one Astartes is crushed, their power armor prevents the worst of the damage as they are pushed away from their holdout. The nobs board their trukk and it follows suit, crashing into Lyr’s squad and pushing it farther away. The ‘ard boyz leap out of the battlewagon and launch an assault on the dreadnaught - once again failing to do more than stun it.

    Turn 5

    Warhost Tobaal: To catch the fleeing orks, Tobaal and his squad part ways. Tobaal runs east, trying to catch the Kans, while the rest of the Chaos champions open fire with their psycannons on the fleeing Lootas. They kill three but fail to shake the squad’s resolve at running in a useful direction. Meanwhile, despite the attempts of the battlewagon and trukks to separate them from the dread, Lyr manages to navigate a tight, 1 inch space between the back of the trukks and the ruined building. His psychostroke grenades are duds, but the thrashing of the dread and the power weapons attacks his squad manage to get in are enough to win combat against the depleted ‘ard boyz. They break and are run down in a sweeping advance.

    Waaagh! Shinbash: At this point, even a tie is out of reach unless the orks can accomplish the vanishingly unlikely and kill Tobaal or his squad. In a parting stroke, the Battlewagon uses its Deff Rolla to slam into the building’s ruins, tank shocking Lyr and the Dreadnought. It kills two marines and immobilizes the mighty walker.

    After this, the Orks concede defeat. Final score is Orks 2, GK 5.

    Final Thoughts: This was my second time using my all-comers Ork list against the Paladins, and I think it will need tweaking to deal with a list as focused as them. Powerklaws do not cut it against the Paladin squads, as I lose too many boyz in the process of defeating even a single squad; I will need more ablative wounds and more focused templates, as those seem to do well. We’ll see what happens when I add some wacky ork fun times - Shokk Attack Gun, anyone?

    I think if my assaults had managed to kill the walker it would be a different game, as Lyr’s cheatyface grenades might not have wiped out valuable troops. My original plan was to use my warboss to hit the dread, thereby avoiding the force weapons, but getting dismounted out of assault range put a stop to that. If I keep the nobs in the list, I’ll try harder to get them where I need them.

    ---


    “All right, den,” Kommanda Shinbash sneered. “Yer got a deal.”

    ​The warboss reached into his necklace of trophies. Dismissively, he yanked a flanged piece of wrought iron off of its chain and flung it at Inquisitor Lyr’s face. An Astartes bodyguard smoothly reached out and intercepted the missile before carefully handing it to the Inquisitor. Lyr examined the centuries old key, heavy and simple in appearance, and with his enhanced vision noted the nearly microscopic encryption runes carefully carved across its entire surface. After a careful examination, he pocketed the key and smiled.

    “It is indeed the key to Manos’ famed Teuteric Vault. I’m sure you didn’t realize when it was in your possession, but I’ll have you know that such treasure troves are fabulously rare in this segmentum. I won’t bore you with the details, of course.” He stood from his seat at the Kaptin’s chair on the bridge. “Out of curiosity, did you or any of your savages ever get inside? I wouldn’t think you would make it past the vault wards, even with the key in hand.”

    “I don’t fink tellin’ you about it was part of the deal,” Shinbash stated, his voice dripping with surly cunning. Neither was he about to inform Lyr of the massive orkish siege Manos was currently under. Shinbash had gotten word of Krumptoof’s vassal warbosses assaulting his stronghold, and was morbidly curious about how the arrogant humie would die trying to waltz into the warzone.

    Lyr’s smug smile broadened ever so slightly. “No, of course not. Simply handing over the key was enough to guarantee your passage back to realspace. But if you want me to bring your nemesis, this Krumptoof, back with you - Throne knows why you savages request clemency for your sworn enemies - I require something else from you.”

    Kommanda Shinbash was eager to end this. Lyr’s arrogant behavior ground at his nerves in a way no other humie had. “Spit it out already.”

    “At some future date - maybe soon, maybe not for quite a long time - I may require you and your brutes to fight a great evil. This call may never come in your short lifetime, but if it does you will be required to respond without question. It will be what you would call a big fight - something your kind treasures dearly, I understand.”

    “Uh huh.” Shinbash squinted skeptically at Lyr. “An wot if, at dis future date, ya don’t ‘ave me in a bind like now? Wot if I’m stronga den you, an’ I can say no to ya?”

    Lyr’s face was impassively smug as ever, but Shinbash’s keen nose had smelled the stench of human terror often enough to catch the whiff of odd fear that passed through Lyr. “If you dare, you will be destroyed. For the great evil you will be called on to destroy is at my beck and call. Do not cross me, ork, or my Angels will wipe your pathetic name from the galaxy.”

    Inquisitor Lyr rapped his skull-topped staff on the ground, and suddenly the ship’s viewscreen blazed with emerald light. Kommanda Shinbash raised his hand to block the light, momentarily blinded by the glare before it faded. Warning sirens sounded across the bridge, and Shinbash whirled around to see the Inquisitor and his bodyguard had vanished. The viewscreen, instead of displaying the angular patterns of the Labyrinth’s subrealms, now displayed the dark horizon of an unknown planet - in dangerously low orbit.

    Kommanda Shinbash stared at the dead bodies of the kroozer’s pilots and the bewildering array of alarms and controls, all screaming for his attention. “Oh, zog.”
    Draigo's Razor: When presented with multiple explanations for a new piece of 40K content, the most likely answer is the one intentionally designed to make you, personally, angry.

    /////
    Tales of the Seferim Sector: an ongoing series of narrative battle reports.

    Kommanda Shinbash's Misfits - 1500 pt Orks

  10. #10

    Re: Hunting Shadows

    The Teuteric Vault

    With a crackle of green energy, Inquisitor Lyr emerged from his dimensional travel as if stepping around a wall whose angles did not exist. Instantly he was buffeted by a high wind that blew his coat open and assaulted his nostrils with the smell of acrid smog. He strode purposefully across the surface of the metal ziggurat towards the black obelisk at its center and took shelter in its lee while his mind-wiped Astartes bodyguard materialized through the un-corner of reality.

    “Pity what this place has come to,” Lyr remarked to the silent marines - though he knew he may as well be talking to himself. “Manos used to be a jewel, even after that fool Orbu took over.” From the perch at the top of the mighty Vault, it was easy to see what the former forge world had become. What once were recognizable manufactorums were now ruined fodder for the crazed fancies of the orkish mind. Savage totems vandalized what parts of the mighty structures hadn’t yet caved in. What was once the distant thrum of heavy industry in the service of higher power was now replaced by the unrelenting echoes of gunfire, heavy thumps of artillery and incoherent screams of orks fighting amongst their own kind.

    Lyr’s face closed into a thin-lipped grimace. “All this potential... wasted. The Shadow must rejoice to know it will face such scattered opposition.” The bodyguard stared at him, his helmet masking any sign of comprehension. Undeterred, Lyr turned to the mechanism engraved in the obelisk. “The Imperium needs every weapon at the ready - even the ones it believes it has forgotten.” He inserted the heavy iron key into the slot, and felt its structure shifting to accommodate the arcane protections. With a hiss, the wall to the obelisk jolted inwards and sank.

    Instead of a blast of centuries-old stale air, however, there came something that sent a jolt of concern through Lyr. The air was moist and fetid, and the light that fell inside of the chamber showed thick fungus covering the walls. The Astartes bodyguard tensed, as their autosenses picked up a new sound echoing from deep inside the Teuteric Vault - the howling warcries of orks.

    Already, his runestaff was tracing its way through the invocations that would bring the Angels of Manos to him. This time, though, the hatred that usually fueled the psychic call did not need to be called up or beckoned- it bubbled up from behind his well-maintained walls of discipline.

    If they had damaged the Engine, Lyr do everything in his power to kill Krumptoof. It wouldn’t fix his problem, but the knowledge of it would torture the traitorous Shinbash for the rest of his life.


    ---

    Inquisitor Lyr’s relentless search for weapons to use against the looming Tyranid threat has led him back to the ruined forge world of Manos. Though Shinbash’s boyz have clearly breached the sacred vault, there’s still the chance the lost technology he seeks is intact. The Angels will have to hack their way through the dark, claustrophobic hallways and disable its malfunctioning security system to find what Lyr seeks.

    Waaaagh! Shinbash

    Warboss (Powerklaw, Cybork Body)
    Big Mek (Kustom Force Field)
    5x Nobs (2x Powerklaw, 1x Big Choppa, Mad Dok)
    10x Tankbustas (1x Tankhammer, 2x Bomb Squigs, Nob w/ Bosspole)
    12x Lootas
    30x Shoota Boyz (3x Big Shootas, Nob w/ Powerklaw and Bosspole)
    20x Slugga Boyz (Nob w/ Powerklaw and Bosspole)
    12x Slugga Boyz (Nob w/ Powerklaw and Bosspole)
    Battlewagon (Deff Rolla, Armor Plates, 2x Big Shootas)
    Looted Wagon (Big Shoota)
    2x Trukks

    Warhost Tobaal
    Lord Tobaal (Kaldor Draigo)
    Inquisitor Lyr (3 Servo-Skulls, Psychic Communion, Psychostroke Grenades)

    Squad Anvil (5 Paladin Squad)
    Ximax Astalder, Thousand Sons (Nemesis Warding Stave/Storm)
    Il'thrax Crowfeeder, Lost and the Damned (Halbard//Storm)
    Kharanos Spinebreaker, Night Lords (Falchions/Psycannon)
    Destroyer Bothrakos, Iron Warriors (Daemonhammer, Psycannon)
    Umathkar the Dread, World Eaters (Falchions/Storm)

    Squad Hammer (6 Paladin Squad)
    Covai Thrice-Blessed, Death Guard (Apothecary with Nemesis Warding Stave)
    Apostle Omion, Word Bearers (Falchions/Storm)
    Varr of the Black Hammer, Alpha Legion ( MC Daemonhammer/Storm)
    Gothris Khaim, Black Legion (Falchions/Psycannon)
    Prince Alvius, Emperor's Children (Halbard/Storm)
    Sergeant Neth, Red Corsairs (Sword/Psycannon)

    Kill-Team Alaran (Strike Squad)
    5x Strike Squad, Justicar w/psycannon
    Razorback w/Lascannon, TL plasma.

    Elder Aurikon
    1x Dreadnought w/ 2x twin-linked autocannon, psybolt ammunition

    Setup

    Game type is based off an Imperial Armor setup for boarding actions, with the close quarters and misfiring security systems of the Vault mimicking the chaos of a void ship. Warhost Tobaal has a mission of capturing an objective that sits in the center of the map; it’s a movable objective that must be in his control or off the board at game end, or else orks win. In addition, at the beginning of each game turn several randomized catastrophic effects occur as the Vault’s defense systems are jolted back to life by the chaos.

    A large building with a series of tight hallways sits in the center of the map, with the objective at its center. Each side deploys roughly half their army on the board, with the other half kept in reserve. Orks deploy first, with a Loota squad sitting in a building in their table quarter, the Shoota boyz hiding in the shadow of the building next to the Warboss and Nobs in a trukk.

    Warhost Tobaal just deploys Lyr and his retinue in the Razorback, Elder Aurikon, and three servo skulls located near the building entrances on each table quarter.

    Turn 1

    Waaagh! Shinbash: Eager to escape the confines of the Vault and prevent Lyr from gaining his prize, the orks surge forward. The Warboss’s trukk speeds up to an entrance of the building (which vehicles are prevented from entering) in preparation.

    Warhost Tobaal: Lyr’s Razorback moves forward, and Elder Aurikon holds position in his ruins cover. Lyr calls upon Tobaal, making his Psychic Communion check.

    Turn 2

    Catastrophic Damage rolls result in nothing happening.

    Waaagh! Shinbash: Reserve rolls bring in the rest of the army, the vehicles speeding forward around the building to provide a flanking move. The Warboss and Nobs disembark into the Vault complex, and their trukk backs up to provide a cover save for the advancing boyz.

    Warhost Tobaal: With a crack, the Angels materialize out of the Warp. Squad Hammer materializes dangerously close to a wall on the southern flank of the Vault, providing a speed bump for the advancing orks. Tobaal deploys on the safe western side of the Vault, ceding control of the north flank due to the watching guns of the Lootas, and runs to the entrance. Lyr’s Razorback peppers the oncoming Battlewagon with firepower, but the thick armor and Kustom Force Field from the Mek in the trailing Looted Wagon shrug it off. The Trukk boyz are immobilized by firepower from Squad Anvil, causing the boyz to pile out.


    Turn 3


    Catastrophic Damage rolls result in a Structural Collapse - all units in a random table quarter take a S4 rending hit as the Vault’s arcane defense systems flare up! Fortunately for both sides, the roll hits a relatively unpopulated table quarter - the dreadnought and a few members of Tobaal’s squad are all that suffer hits, and those are ignored by their armor.

    Waaagh! Shinbash: The Warboss and Nobs dash into the main relic chamber, closely followed by a tightly packed swarm of green, filling the hallway entirely with warcries. Outside, the Battlewagon revs its engine and moves to crush the cheeky terminators. Its Deff Rolla fails to wound, but it does push some of the squad out of the way. The Trukk boyz run to hold the Battlewagon’s flank, with the Tankbustas in the Looted Wagon trailing close behind.

    Warhost Tobaal: Tobaal leads the charge into the darkness of the Vault, though the passageway is only big enough to fit two terminators shoulder to shoulder. Lyr and his bodyguards exit the Razorback and follow close behind, with Lyr detaching from the squad in hopes to lend his strength to the fight - though he is unable to see the enemy behind the line of Angels. Seeing the oncoming horde of boyz in the gloom, the Angels release a Holocaust at the Nobs - only to find that the protective sigils scrawled by the Mechanicus centuries ago protect against the powers of the Warp. The disrupted template goes astray, and the squad’s other firepower only succeeds in flesh wounds to the Nobs. Undeterred (but unable to activate their force weapons), the Angels charge down the narrow passageway and meet the Nobs in assault within the confines of the Vault. Robbed of their chaos weaponry, the Angels are briefly repulsed by the Nobs (due to a series of lucky Invulnerable and FNP saves), and take two casualties back from their powerklaws. Outside, Squad Anvil holds the flank. Its firepower wipes out the footslogging boyz, but the rumbling Battlewagon continues to shrug off the Razorback’s lascannon and Elder Aurikon’s autocannons.


    Turn 4

    Catastrophic Damage results in a power outage, plummeting the table into Night Fighting. Due to the close quarters fighting at this point, this has no practical effect.

    Waaagh! Shinbash: The Battlewagon continues to barge its way through Squad Hammer, though they are able to avoid damage from its Deff Rolla and shuffle out of the way of its progress. It does surge forward into the Razorback, though its Rolla only manages to shake the APC. This error is remedied by the Tankbustas, however, who release a rabid Bomb Squig at the Razorback, ripping it apart with the explosion. The Tankbustas unleash their rokkits at Squad Hammer, managing to blow apart one of their number. Inside the Vault, the Angels have managed to regain control over their daemon weapons, and summarily slaughter the nobs - but not before the screaming tide of Boyz rounds the corner, filling the room with death. Two terminators are slain as the weight of green flesh hits them, including Umathkar (dying in glory to the Blood God). Still, the line holds, and the mob suffers dearly from Fearless wounds as they trample and crush each other in the tight quarters. Sensing that they are no longer needed, the Lootas begin to clamber down from their ruins in hope of joining the fight.

    Warhost Tobaal: With the Battlewagon’s vulnerable side armor exposed, the members of Squad Hammer and Elder Aurikon line up their firepower - only to find that orkish construction is surprisingly strong, as all of their firepower only succeeds in blowing off a Big Shoota. In anger, the terminators charge the vehicle, but their blows are ineffectual and are met with a barrage of abuse and garbage from the orks on board. Inside the Vault, the bloody slaughter continues as the runed walls are covered in the viscera of slain greenskins. Squad Anvil is reduced down to just Tobaal and the sorcerer Ximax Astalder, but that’s more than enough to throw back the ragged remnants of the desperate orks.

    Turn 5

    Catastrophic Damage has no effect, as the Vault’s frazzled defenses are wrangled to a heel by Lyr.

    Waaagh! Shinbash: Despite the slaughter inside, the orks have managed to cut off the escape of Lyr. The Battlewagon roars into position, rolling through the chastised Squad Anvil as it pulls up to the entrance of the Vault with the Tankbustas close behind. Squad Anvil is showered with rokkits (blowing apart Prince Alvius), and Elder Aurikon is shaken by another Bomb Squig, giving cover to the disembarking Boyz. They disembark and charge screaming into the tunnel, another tide of greenskins choking the tight quarters. Lyr’s bodyguard is overrun without a chance, as the screaming horde explodes into the relic chamber with Tobaal, Lyr and Ximax Astalder. The Lootas clamber towards their entrance to the Vault, sadly lagging behind.

    Warhost Tobaal: Unfortunately for the orks, the Warhost is prepared. Squad Anvil moves to block off the entrance, leaving the orks trapped in a killing zone. With the Vault’s anti-Warp defenses down, the Warhost unleashes its full power of sorcerous warpfire into the tightly packed orks. The air is soon choked with the horrific stench of burning flesh, and those who stumble out of the fires are put down with contemptous ease.

    At the end of Turn 5, the game ends. With Ximax still standing, Lyr has the troops he needs to capture the Teuteric Engine. Victory for Warhost Tobaal.

    Final Thoughts: An interesting game type and creative terrain work can go a long way to making an uncompetitive game a lot of fun. Previous experience has shown that my orks stand little chance against Draigowing, but since that’s what we had we jazzed it up a bit. The close quarters fighting of the tunnels, packed with orks and Terminators, was a ton of fun to see and play. It was an exciting and dramatic game despite the mismatch, so I didn’t mind losing!

    ---


    The stench was appalling. The humid air clung to Lyr’s nostrils, so that despite the near-total darkness he knew of the charred bodies, splattered viscera, and accumulated orkish filth that clogged the twisting passageways of the Vault. The crude wiring that the greenskins used to hotwire the Vault’s self-defense mechanisms sparked erratically, giving unwelcome illuminations of the carnage. They also gave fleeting glimpses of the giant in white armor standing before him, its blood red helmet hiding the faceless demon behind it.

    “I expected more from this,” intoned the voice in his head. “There is no glory in vermin removal. I would consider carefully what favors you ask of me, lest you find the price too dear.”

    “The price I pay is no concern if it buys the safety of the Imperium.” Lyr’s voice was confident, even as years of mental conditioning suppressed any further delving of his thoughts into the ways he planned to evade the eventual butcher’s bill. Even so, he could feel Tobaal’s icy gaze on him as he picked his way through the carnage towards the inner sanctum’s door.

    Sure enough, the locks on the doors had been battered by crude weaponry and inexpert hotwiring, but they seemed to have retained their seal. Fumbling in the half-darkness, past the blessedly hidden sight of Covai Thrice-Blessed working his obscene restorative work amongst the viscera, Lyr intoned the Mystery of Priority Access and tapped door with the iron-wrought key. With a hiss - this time of clean air - the doors to the Inner Sanctum swung open. After a brief buzz and flicker, the room was bathed with illumination.

    In its engraved harness, gleaming as if the centuries had not touched it, sat the holy artifact. The masterwork of the Veiled Cybernetica of Manos, and its long dead master High Magos Teuthis.

    “The Teuteric Engine,” Lyr smiled. “Thank Terra that not all our weapons have been left to rust.”
    Draigo's Razor: When presented with multiple explanations for a new piece of 40K content, the most likely answer is the one intentionally designed to make you, personally, angry.

    /////
    Tales of the Seferim Sector: an ongoing series of narrative battle reports.

    Kommanda Shinbash's Misfits - 1500 pt Orks

  11. #11
    Chapter Master SevenSins's Avatar
    Join Date
    Jan 2007
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    Norway
    Posts
    3,156

    Re: Hunting Shadows

    Nice rep and fluff as usual

    Sounded like an interesting mission/setup, where can the rules for this 'boarding action' be found?

    Also in this rep I really missed some pics
    Happiness is having an alibi and a big backyard to bury the bodies

  12. #12

    Re: Hunting Shadows

    Quote Originally Posted by SevenSins View Post
    Nice rep and fluff as usual

    Sounded like an interesting mission/setup, where can the rules for this 'boarding action' be found?

    Also in this rep I really missed some pics
    Thanks Seven!

    The mission rules were included in Imperial Armor 10. You're right about the pics, this would have been a good one to include them on but we blanked on it at the time :P. I'll try and remember to take a few in the future.
    Draigo's Razor: When presented with multiple explanations for a new piece of 40K content, the most likely answer is the one intentionally designed to make you, personally, angry.

    /////
    Tales of the Seferim Sector: an ongoing series of narrative battle reports.

    Kommanda Shinbash's Misfits - 1500 pt Orks

  13. #13

    Re: Hunting Shadows

    nice work i couldn't stop reading the story since the beginning only stopping to grab a drink

  14. #14
    Chapter Master Rhaivaen's Avatar
    Join Date
    Oct 2008
    Location
    United Kingdom,Billingham
    Posts
    1,029

    Re: Hunting Shadows

    Cool read!
    Have a look at my Combined Krieg/ Ryzan Husarz-Grenadiers attempt: http://www.warseer.com/forums/showthread.php?t=177393
    Quote Originally Posted by Juggalo
    If my post comes across as angry/aggressive/offensive/whatever, it is not intended as such. At worst, it is merely incredulity, conveyed through the inflexible format of an internet forum.Don't flatter yourself thinking anything to the contrary

  15. #15

    Re: Hunting Shadows

    Awesome work, a most enjoyable read!

  16. #16

    Re: Hunting Shadows

    Chapter Above All

    “Supplicants have arrived, Captain. They beg the honor of the Feast.”

    “Send them away. We will not provide at this time.”

    Watch-Brother Tain looked up from his intricate void charts and raised an eyebrow at Vondriff Abacon, Captain of the Ninth Company. The oldblood’s craggy face asked many questions of duty and hospitality, but he said nothing.

    Abacon smirked at the wordless rebuke. Behind him, the door hissed shut, his squire shuffling backwards in obeisance. “Perhaps next time Sector Command will learn the price of their hubris. They should have known better than to insult us with such paltry tribute last time. Let them fret in their floating redoubts of Balmoral. We don’t need to risk our sacred duty for their trinkets.” He waved his hand across the scouting reports, battle records and countless maps laid out in front of the them. Beyond the observatory windows, the stars of the Bordermarches formed an obscure constellation. Though the vast distances of the void hid its raging battles, Breach - and its lords, the Knights of Cydonia - held its fires in check.

    Watch-Brother Tain sighed and returned to his maps, carefully illuminating a void chart with a quill held carefully between his massive fingers. “The supplicant is not from Sector Command.”

    Before Captain Abacon could express his surprise, Tain continued. “We would have seen them on approach. Even if they tried to arrive without the traditional fanfare.” He indicated the complex array of telescopes installed in the corner of the room - a gift from the Observer’s Guild of Ricochet. The servitors wired up to the device were capable of tracking thousands of orbital objects - it was inconceivable that a ship on approach would have escaped their notice.

    Captain Abacon growled and turned to leave, his fine cloak streaming behind him. His squire stumbled to clear his path, scrambling to keep the edge of the fabric from brushing the deck plating.

    Watch-Brother Tain did not look up. He simply continued etching his charts, gently illuminating with the touch of fingers that had known centuries. These maps and charts would serve the Chapter well for ages to come. The same could not be said for Vondriff Abacon.


    ---

    Inquistor Lyr uses many pawns to accomplish his goals. Having gained a foothold with the Astartes utilizing brainwashed Deathwatch members, he now intends to corrupt the arrogant Knights of Cydonia, the Space Marine chapter charged with the defense of the Bordermarches. A proving run against the Dark Eldar raiders on Evanheim is the first step in his plan.

    This is actually a 5th edition game whose report got lost in the shuffle for a while. We hope you enjoy this 'classic flavor' game.

    Bitter End Kabal
    Coldwine Ara’thun (counts as Duke Siliscus)
    The Ghol (Haemonculus with Webway Portal and Liquifier)
    3x Trueborn with Blasters
    3x Trueborn with Blasters
    4x Trueborn with Splinter Carbines, 1x Dracon with Agonizer
    4x Wracks, Acothyst with Liquifier
    3x Reavers with Heat Lance
    10x Wyches with 2x Hydra Gauntlets, Hekatrix with Agonizer
    10x Wyches with Haywire Grenades, Hekatrix with Blast Pistol and Venom Blade
    10x Kabalite Warriors with Splinter Cannon and Shredder
    Talos with Heat Lance
    4x Venoms with 2x Splinter Cannons
    Raider

    Knights of Cydonia
    Chapter Master with Plasma Pistol, lightening claw
    10x Sternguard Veterans with Flamer, Rocket Launcher seargent with power fist and combi melta
    Drop Pod
    5x Scouts with Shotguns, sergeant with power weapon and melta bombs
    8x Scouts with combat blades
    5x Scouts with Sniper Rifles, rocket launcher

    10x Tactical Marines with Multimelta, Flamer
    Land Raider
    Rhino w/ extra armour
    Land Speeder Storm with Assault Cannon
    Thunderfire Cannon


    Setup
    A cathedral ruin sits in the east, with ruined buildings in the SW and NW. Several large box-shaped buildings are placed in SE and NE. Scattered walls are placed in the center of map.

    Deployment is Spearhead, game type is Annihilation. Space Marines get first turn and choose the NE corner, deploying the Thunderfire and Sniper Scouts in position on the top floor of the cathedral. The Land Raider, Rhino and Land speeder are deployed forward. With little cover to hide behind, the Dark Eldar reserve all of their forces with the exception of a Venom with the Haemonculus and Wracks, as well as the three Reavers. These hide behind the SW building.

    Turn 1

    Space Marines: Proving that even the Dark Eldar cannot hide from the Emperor’s wrath, a drop pod loaded with Sternguard veterans and led by the Chapter Master crash down in range of the craven xenos. Supported by the scout-moving Land Speeder and the lofty guns of the Snipers and Thunderfire cannon, the Knights take a heavy toll on the Dark Eldar. The Reavers are annihilated, and the Venom is wrecked - though a few lucky Flickerfield saves keeps it alive just long enough to spare the Haemonculus and Wracks from taking much fire. The Land Raider and Rhino advance across the field, unopposed.

    Dark Eldar: Abandoned on the field, the Haemonculus and Wracks go on the offensive. The tightly packed squad of Veterans is a tasty target for the unit’s two Liquifiers - but the Haemonculus forgot to pack the anti-armor acid. The AP4 templates cause some casualties, but nowhere near enough to blunt the unit. Trusting in his poison-based rerolls to wound, the Haemonculus leads a desperate charge against the Astartes - but unfortunately, rerolls to wound do no good when the Wracks fail to hit. The Marine’s return attacks quickly dispatch the vile creatures, leaving them unable to drop off the Webway portal that was the unit’s original intent.

    Turn 2

    Space Marines: The field is cleared of Xenos. The Veteran squad consolidates back towards the center, taking cover behind a wall, while the vehicle column approaches to meet them. Just as they are about to withdraw, however, the sharp eyes of the Sniper scouts see a flash in the sky....

    Dark Eldar: A large portion of the reserves arrive this turn: the two squads of Wyches and Talos appear, now forced to footslog from the board edge. Meanwhile, using the Duke’s aerial assault rule, two Venoms come swooping in from Deep Strike. One, bearing Blasterborn, appears to the west of the Veteran squad. The other, bearing Coldwine and her squad of Carbine Trueborn, swoops down to the east of the Cathedral. The anti-infantry Wyches, without a target, hide out of line of sight behind a building, while the Talos advances to run interference for them. The anti-vehicle Wyches, however, take the kill point available to them and assault the Drop pod. Unfortunately, the Knights had planned for this, and self-destructed their drop pod (their haywire grenades caused an explosion), killing several Wyches in the process. The Trueborn are luckier, as a quick shot from a blaster explodes the mighty Land Raider. Coldwine and her squad run into the cover of the Cathedral, out of line of sight from the watchful snipers...but not, unfortunately, from the Thunderfire Cannon. The splinter cannon fire from the two Venoms is mostly ineffectual.

    Turn 3

    Space Marines: The Thunderfire cannon cares not for the Trueborn’s use of cover. In a barrage of high-caliber shells, it annihilates all but Coldwine - protected by her Shadowfield. Meanwhile, the Land Raider scouts take vengeance on the Blasterborn - their shotguns killing all but one, followed by an assault that finishes off the last. The Land Speeder takes aim at the Venom, but the shots that hit are deflected by the Flickerfield. The Veteran’s guns finish off the exposed Wyches, while the Rhino and Snipers take aim at the Talos - taking a wound off of the beast.

    Dark Eldar: The second wave arrives, as the Kabalite Raider and Blasterborn Venom appear - this time from the board edge. The Venom moves forward and its passengers take a sight on the Rhino, nuking it. Meanwhile the Raider hangs behind the cover of the building, wrecking the Land Speeder with a Dark Lance potshot. The two Venoms, seeing a vulnerable target, aim their splinter cannons at the exposed Scout squad and do terrible damage - the squad is reduced to 2 members, who break and take off towards their board edge. Meanwhile, Coldwine scales the heights of the Cathedral and throws herself into assault with the sniper scouts, slitting their throats with her wicked knives.

    Turn 4

    Space Marines: Seeing the shadows devour the scouts, Thunderfire Cannon swivels to barrage removes Coldwine. She stumbles under the assault, removing her Shadowfield, but is saved by the Pain token granted by the scouts. The dismounted Marines hold their ground and take aim at the oncoming Talos. Their multimelta takes another wound off the monster but fails to stop is charge. The Veterans aim for the Trueborn’s Venom, but once again the rocket is deflected by the Flickerfield. The dismounted Scouts chase after the other fleeing Venom on foot, trying (but failling) to attach a melta bomb to its hull.

    Dark Eldar: Coldwine faces down the barrels of the Thunderfire point blank, and nimbly darts across the difficult terrain of the cathedral’s roof. A moment later her poisoned blades dispatch the Techmarine, silencing the Thunderfire. The Kabalite’s Raider turbo boosts into position near the Veterans, setting up a strike in the next turn. The empty Venom, still undamaged, moves back north and finishes off the fleeing Scouts who had rallied last turn. Meanwhile, the mounted Trueborn’s blasters blow apart several members of the Veteran squads, while the Talos finally charges into combat with the Tac marines - killing several and taking no wounds in return.

    Turn 5

    Space Marines: The Chapter Master splits off from the Veteran squad, determined to get rid of the nearby empty Venom. The Veterans open fire on the incoming Raider, but its turbo boost save allows it to outpace the rocket. The Scout squad fires at and assaults the Trueborn-mounted Venom, finally attaching a melta bomb that wrecks it. The Chapter Master is less successful, as he only stuns his target Venom. The battle against the Talos continues to go against the Marines.

    Dark Eldar: The Kabalites, hungry for a kill, leap out of their Raider (for some reason). Seeing the Chapter Master separated from his brothers, they focus fire on him - but find his will is not easy to break, as he takes only a single wound from their barrage. The Trueborn advance to flank the Veterans, their blasters finally rooting out the last of Marines. The Wyches, meanwhile, burst from their long-held cover and fleet to assault the remaining scouts, slaughtering them in assault. The Talos also finishes off the last of the Tactical marines, and consolidates closer to the Chapter Master - now the lone Knight left on the field. Coldwine, from her perch atop the Cathedral, watches the slaughter from high above.

    The dice demand another turn.

    Turn 6

    Space Marines: With a roar of defiance, the Chapter Master launches himself into the squad of Kabalites, his plasma pistol spitting fire and his lightning claw wreaking havoc. The Kabalites who survive flee from his rage....

    Dark Eldar: ...until the cooler-headed Trueborn summarily annihilate him with their blasters.

    Dark Eldar win by wipeout.

    Captain Abacon hefted the ornate blade and peered closely at its intricate markings. It was clearly a masterpiece, even by Astartes standards, but it was curiously shorn of any Chapter symbols. He had no idea where it came from - but he also had never held such a fine weapon. After a few practice swings, he decided that he no longer cared for the weapon’s lineage - as long as he could wield it, he could bring it a fine history for his Chapter’s records.

    “There is, of course, more where that came from,” said the Inquisitor seated at the far side of the Supplication Table. He was the only supplicant for the services of the Knights, despite the great feast set out in the bannered Great Hall for the affair. He pushed aside his plate of roasted meat and stood, dabbing his face with a napkin.

    “You’ve been reticent about explaining what you expect to accomplish with my men,” Abacon growled as he sheathed the sword. “I know that is your way, but I hope you don’t expect secrecy from our brothers when they return. Their duty is to the Chapter above all else.”

    “Of course. I expect that all who return will be perfectly willing to tell you everything.” Inquistor Lyr’s wan smile hid many thoughts.

    Abacon eyed the Inquisitor warily, sensing the implicit danger in his words. Still, the Reserve company always had a surplus of newly blessed squires out to prove themselves. Might as well give them a chance outside the Bordermarches - especially if the rewards for doing so continued to be worth it.

    “Very well. I’ll inform the Quartermaster. Your Supplication is granted, by the mercy of the Knights,” he intoned in the ritual words.

    Lyr smiled as he turned to leave, pleased that the Teuteric-forged sword’s hypnotic engrams were functioning as planned. “I hope we continue to do business in the future....”
    Draigo's Razor: When presented with multiple explanations for a new piece of 40K content, the most likely answer is the one intentionally designed to make you, personally, angry.

    /////
    Tales of the Seferim Sector: an ongoing series of narrative battle reports.

    Kommanda Shinbash's Misfits - 1500 pt Orks

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